55 void RotateX(
TFLOAT a_fAngle )
61 void RotateY(
TFLOAT a_fAngle )
67 void RotateZ(
TFLOAT a_fAngle )
4x4 matrix implementation for the Toshi engine
Quaternion implementation for the Toshi engine.
3D vector implementation for the Toshi engine
#define TOSHI_NAMESPACE_START
#define TOSHI_NAMESPACE_END
void RotateX(TFLOAT a_fAngle)
void SetEulerOrder(TUINT8 a_uiX, TUINT8 a_uiy, TUINT8 a_uiz)
void SetEuler(const TVector3 &a_rEuler)
TVector3 & GetTranslation()
void SetTranslate(const TVector3 &a_rRranslation)
void GetLocalMatrixImp(TMatrix44 &a_rOutMatrix)
void SetQuat(const TQuaternion &a_rQuaternion)
const TVector3 & GetScale() const
void SetMatrix(const TMatrix44 &a_rMatrix)